Thought that would get your attention! http://mwomercs.com/forums/topic/173062-october-road-map/page__pid__3772924#entry3772924 A useful Road Map post despite my usual bitching about them..... All looks good especially for the clan fixed JJ mechs... but my TBR builds will need slight tweaks (S version.... dead as a dodo).
Interesting, indeed. I had some Twitter chatter with Russ about how especially the Summoner was gimped with his fixed JJs when compared to the possibilities the TBR gets with mounting one or two S-torso(s). I thought about reducing the fixed number of JJs on the Summoner, but their solution seems to be pretty elegant from the current perspective. Let's see how this works out once it's implemented.
Interesting, very interesting. Mech quirks and role warfare encouragements, I like it. Fall damage decrease for mediums and lights, very nice. JJ tweaks, potentially nice but will evaluate. Hope we will not see too many poptarts turning to the medium class now...i ilke the attention to Summoner and agility increase for more JJ's. The heat increase if a clan mech looses as side torso isn't that big a deal since half the weapons are gone too, IMHO. I guess we will see how that pans out.
Thats quite a beating for the TBR-S. Thats 5 extra tones of weight you have now got to accomodate, or an extra 4 tones if you just make use of its side torsos. For those that don't know, currently they are not fixed.
Which is the best variant of a top tier mech. A bit overboard IMO, but well.. its not like you have a choice with the Summoner.
So mysteriously we use the Prime and other variant with an S torso which will just have 2 fixed JJ? For me its just the loss of 1 ton for my prefered fits so luckily easy to accomodate. For people using Gauss etc it could be serious to lose 2 LT/2 RT (1 CT?) slot.
There are a few Guass/PCC boaters complaining about it ruining their prefered build. As on the TBR-S you lose 2 slots in each side torso which means you can no longer accommodate a gauss.
Hmmmm genereally great news, though I'm weary about weapon-specific quirks. General stuff like Ballistics cooldown -15% or something would be amazing on the HBK-4G, but AC20-only will limit you to certain builds. the AC10+2MG will be inherently less effective since it will not receive quirk bonus (which is apparently currently the only way of how they're going to improve the tier 5 mechs). Hell, even 'Large Autocannon Cooldown -15%' or something, that everything AC10 or higher gets reduced would be amazing. tl;dr quirks should be beneficial to multiple builds.
True. I think the whole reasoning behind quirks making inferior chassis competitive is a good one, but limiting it to certain weapons is the wrong way of executing a great idea. Awesome is a great example - the quirks don't force the pilot into using certain weapons even though it makes PPC/LLas boating far better than ever.
So this will effect every clan mech that has JJ by default, but can currently remove them. The full list is: KitFox-S (3 tones, 6 JJ) TimberWolf-S (5 tones, 5 JJ) Fortunately for the KitFox 2 tones of the JJ are in its legs. The other tone is split between its side torsos. Might effect my little KitFox-S though Not as bad as I originally thought, but that will still be quite restrictive for certain builds. Really looking forward to the quirks, but like the rest of you I hope they don't make them weapon specific.
Glad they didn't make the mistake to apply speed nerf too when a ST is lost. That might have been needed before weapon nerf, but after it would have been too much, and I pilot mostly IS. The quirks...just can't wait to see what my SHDs and Stalkers are going to get Other changes really make sense, especially the TimberWolf one and Summoner one with JJs.
Amusingly the Dragon is a level 5 mech except the Flame that is level 3.... go Flame?!?!??!?! I totally missed the Kitfox S. That will hurt.
Not necessarily. At the moment the side torsos and legs omnipods provide jumpjets capacity instead of fixed jumpjets, but at the cost of negative quirks. For this reason, since I only use 2 JJ on my build, I use the -S torsos (one JJ each) but not the -S legs. My build won't change. And for those who built a -S with all the -S omnipods but less than 2 jets, well, this change will help them get rid of the negative quirks they may never have noticed. That's for the best. Also, you'll still be able to mount UAC/5 and LB5X, which are the only reasonable ACs on the KitFox. UAC/10 even, if you're crazy. The only weapons you can mount now and won't be able to mount after the change are LB10X and standard AC/10, that almost nobody uses. I might miss something since I haven't though of it deeply and tested everything, but the only builds that may suffer from this change are those mounting ballistics (must use -S torso) and not mounting JJ (but why???? ) or 2 ballistics with only one jets (in this case: one more fixed JJ makes you lose 1/2 ton on your build).
epikt, I use both S side torsos with the D for the balistics, no jump jets. I now need to find 1 tone of weight to accomodate the JJ and now I have JJ I have less side torso space for ammo. Also if you don't want JJ in the legs for the S, you'll need to buy new legs. Not insurmountable but an inconvenience, as they had given us the ability and now take it away lol. This will probably be my new KitFox-D build, using the side torsos from the S The TBR-S side torsos is another beast entirely. Lose 2 slots on each torso and gain 4 tones in weight. It is not longer a great LRM boat imo. It could still work as a spalt cat, but a loss of 5(4) tones will hit it hard. Also the TBR-S LT is used in the laser boat build which is horribly good.
I use this. Which I have already changed to reflect the incoming changes, but to get my original build remove the JJ and add more heatsinks. I believe the LRM boats will be hardest hit, forced to lose 4 slots and 4 tones to JJ. Which will exclude any effective use LRM-A.